I am currently working on a prototype which aims to create a short interactive film made from a sequence of fast interchanging images. On each frame we plan to apply a fish-eye post-processing effect and leveraging WebGL to offload this computation to the GPU unit. An example of this effect applied in real time with WebGL can be found here.
The main challenge involved here is being able to download a large amount of 512x512px images (2000 images or more) into the user browser maintaining an acceptable framerate in the generated sequence (a framerate of 5-10 fps starts to be acceptable). This is an exploration experiment and therefore it can made so it is only compatible with Chrome and the image sequence varies depending on user input, so pre-rendering the sequence beforehand into a video is not possible. Each image used for the textures weights 25KB on average and it will be served from a robust CDN engineered to cope with the large amount of traffic involved.
A relatively short preloading time is acceptable (60 seconds or less) to allow some of the images to be cached while we entertain the user with the initial bit of the experience.
Is this possible? Anyone able to help on this?